Share this post

Link to post

Share on other sites

Fellow newb here! It was tricky, but I figured it out, and you can too!

1. Nope. Just make sure you make the name of the animation in your config the same as the name of the animation in Unity. Make sure it's set to legacy in Unity. Also, make sure the animation looks good playing backwards and forwards as Unity uses the same animation for opening and closing. I don't believe you have have separate animations for retract/deploy. Also, give smooth acceleration curves.

2. Basically, what you're going to do, is make an empty object called "suncatcher" that represents what needs to be pointed at the Sun to generate power. There's not a object for each panel. KSP doesn't care. It's best to place the sun catcher at the end of your extended solar array. Your solar cells need to be facing the +Z axis of the suncatcher object I believe. You can test out if everything is orientated correctly by spinning a craft with you solar panels on it around, and checking the "Sun Exposure" percentage in the stats for you panel.

I have a small Unity scene I can send you of my work if you want to reverse engineer it. I know Ven has the Unity file for his revamped posted on his add-on page if you want to download that and reverse engineer his panels.

I can give you newb-to-newb insight on how this is done. PM me whenever if you need help.